var MathLight = {};
MathLight.RADIANS_PER_DEGREE = Math.PI / 180;
MathLight.DEGREES_PER_RADIAN = 180 / Math.PI;

 
 

var initOverlay = function(THREE) {
    var _planeGeometry = new THREE.PlaneGeometry(settings.overlay.width,settings.overlay.height,1,1)
    var _boxGeometry = new THREE.BoxBufferGeometry(settings.overlay.width,settings.overlay.height,settings.overlay.depth)
    //ie的mesh 加了polygonOffset也是会重叠。所以去掉前面的face：  （但是突然ie又播放不了videoTexture）
    var newIndex = [..._boxGeometry.index.array]
    newIndex.splice(4 * 6, 6)
    _boxGeometry.setIndex(new THREE.BufferAttribute(new Uint16Array(newIndex),1))

    var _boxMat = new THREE.MeshBasicMaterial({
        //MeshStandardMaterial
        color: "#eeeeee",
        transparent: !0,
        opacity: 0.8
    })

    var overlayGroup = new THREE.Object3D;
    player.model.add(overlayGroup);
    overlayGroup.name = "overlayGroup"
    player.overlayGroup = overlayGroup;

    var Overlay = function(info) {
        THREE.Object3D.call(this);
        this.sid = info.sid;
        if (info.media)
            this.preDeal(info)
        this.build(info);
        this.name = "overlay_" + this.sid;
    }
    Overlay.prototype = Object.create(THREE.Object3D.prototype);

    Overlay.prototype.build = function(info) {

        var plane = new THREE.Mesh(_planeGeometry,new THREE.MeshBasicMaterial({
            //MeshStandardMaterial
            color: "#00c8af",
            opacity: 0.4,
            transparent: !0,
            polygonOffset: true,
            //是否开启多边形偏移		//ie不开启时blank也不会闪烁
            polygonOffsetFactor: -0.9,
            //多边形偏移因子
            polygonOffsetUnits: -4.0,
            //多边形偏移单位  
        }))
        plane.renderOrder = 3
        this.add(plane);
        this.plane = plane;
        if (info.hasBox) {
            this.addBox(true)
        }
        overlayGroup.add(this);

        if (info.media) {
            if (info.media.includes('video')) { 
                //var id = "video"+ this.sid    id="${ id }"
                var video = $(`<video  controls="controls" loop autoplay x5-playsinline="" webkit-playsinline="true" playsinline="true" controlslist="nodownload"></video>`)[0]
                 
                video.setAttribute("crossOrigin", 'Anonymous')
                //要在src设置好前解决跨域
                $(video).on('contextmenu', function() {
                    return false;
                });
                //禁止右键点击出

                video.src = manage.dealURL(info.file);
                info.media = video;
                info.type = "video"

                /* video.addEventListener('loadeddata', ()=>{
                    console.log(this.sid + " loaded!!!")
                }) */
                
                video.oncanplaythrough = function() {
                    plane.material.map.needsUpdate = !0
                   
                    video.play()
                        
                     
                }
                
                
                video.volume = 0
                video.muted = true
                plane.material.opacity = 1;
            } else if (info.media.includes('photo')) {
                /* var img = new Image();
                 
                img.src = manage.dealURL(info.file) //"https://4dkk.4dage.com/images/images"+Config.projectNum+"/overlay"+this.sid+".jpg?m="+new Date().getTime()
                info.media = img
                 */

                info.type = "photo"
                plane.material.opacity = 0.1;
                
                /* this.animateInfo = {
                        cellXcount : 4,
                        cellYcount : 2,
                        loop : true,
                        duration : 1000 
                    }
                */

        
            }
            
            plane.material.color = new THREE.Color(1,1,1)
        }
        if (info.width == void 0)
            info.width = settings.overlay.width;
        if (info.height == void 0)
            info.height = settings.overlay.height;
        this.setFromInfo(info)
        this.fileSrc = info.file

    }





    Overlay.prototype.setFromInfo = function(info) {
        //1 恢复到编辑之前 2 初始加载 
        var plane = this.plane; 
        var transformAtPanos = {}
        for(var i in info.transformAtPanos){
            transformAtPanos[i] = {
                width : info.transformAtPanos[i].width,
                height : info.transformAtPanos[i].height,
                pos : info.transformAtPanos[i].pos.clone(),
                qua : info.transformAtPanos[i].qua.clone(),
            }      
        } 
        
        this.transformAtPanos = transformAtPanos
        //在每个漫游点独立设置的position。  
        //var curPanoTransform = player.currentPano && this.transformAtPanos[player.currentPano.id] || {}
        var curPanoTransform = this.transformAtPanos[ getTransformSid()] || {}
         
        
        info.depth && this.scale.setZ(info.depth / settings.overlay.depth)

        this.posCustom = info.pos ? info.pos.clone() : this.position.clone();
        //没有单独设置position的漫游点使用的position
        this.position.copy(curPanoTransform.pos || this.posCustom)

        this.quaCustom = info.qua ? info.qua.clone() : this.quaternion.clone()
        this.quaternion.copy(curPanoTransform.qua || this.quaCustom);

        this.widthCustom = info.width
        this.heightCustom = info.height
        this.width = curPanoTransform.width || this.widthCustom
        this.height = curPanoTransform.height || this.heightCustom
        var a = this.getScaleBySize(this.width, this.height)
        this.scale.setX(a.x)
        this.scale.setY(a.y)

        if (info.type) {
            if (!plane.material.map) {
                if (info.type == "video") {
                    plane.material.map = new THREE.VideoTexture(info.media);
                    this.hasRequestLoad = true

                    plane.material.map.wrapS = plane.material.map.wrapT = THREE.ClampToEdgeWrapping;
                    plane.material.map.minFilter = THREE.LinearFilter;
                    plane.material.map.magFilter = THREE.LinearFilter;
                    plane.material.map.generateMipmaps = true;

                } else {
                    this._loadDones = []
                    /* plane.material.map = Texture.load(info.file,()=>{
                        if(this._loadDones){
                            this._loadDones.forEach(e=>e())
                            this._loadDones = null
                        }
                    })  */
                }
                /* plane.material.map.wrapS = plane.material.map.wrapT = THREE.ClampToEdgeWrapping;
                plane.material.map.minFilter = THREE.LinearFilter;
                plane.material.map.magFilter = THREE.LinearFilter;
                plane.material.map.generateMipmaps = true;  */
            } else{
                plane.material.map.image = info.media;
                plane.material.map.needsUpdate = true
            }
                
            this.file = info.file;
        }
        this.overlayType = info.type;

        if (!!this.hasBox != !!info.hasBox) {
            this.addBox(!this.hasBox);
        }

        this.updateMatrixWorld()
        this.getVisiblePanos()
        
        
        {//gif
            if(this.animation){
                GifTexDeal.remove(this.animation)
            }
            this.animateInfo = CloneObject(info.animateInfo) 
            if(this.animateInfo && plane.material.map){
                this.animation = GifTexDeal.addAnimation(plane.material.map, this, this.animateInfo, this.sid )
                this.visible && this.inSight() && GifTexDeal.start(this.animation)
            }    
        }
        
        
        
    }



   




    Overlay.prototype.addBox = function(state) {
        if (state == !!this.hasBox) {
            return;
        }
        if (state) {
            var box = new THREE.Mesh(_boxGeometry,_boxMat)
            box.position.set(0, 0, settings.overlay.depth / 2);
            box.renderOrder = 3
            this.plane.position.set(0, 0, settings.overlay.depth);
            this.add(box);
            this.box = box;

        } else {
            this.plane.position.set(0, 0, 0);
            this.remove(this.box);
            this.box = null;
        }
        this.hasBox = state
    }

    Overlay.prototype.getSizeByScale = function() {
        return {
            width: settings.overlay.width * this.scale.x,
            height: settings.overlay.height * this.scale.y
        }
    }
    Overlay.prototype.getScaleBySize = function(width, height) {
        return {
            x: width / settings.overlay.width,
            y: height / settings.overlay.height,
        }
    }

    Overlay.prototype.preDeal = function(info) {
        info.pos = new THREE.Vector3().fromArray(info.pos)
        info.qua = new THREE.Quaternion().fromArray(info.qua)
        info.width = parseFloat(info.width)
        info.height = parseFloat(info.height)
        info.depth = parseFloat(info.depth)
        info.hasBox = parseInt(info.hasBox)
        info.pos.x = parseFloat(info.pos.x)
        info.pos.y = parseFloat(info.pos.y)
        info.pos.z = parseFloat(info.pos.z)
        info.qua.x = parseFloat(info.qua.x)
        info.qua.y = parseFloat(info.qua.y)
        info.qua.z = parseFloat(info.qua.z)
        info.qua.w = parseFloat(info.qua.w)

        if (!info.transformAtPanos)
            info.transformAtPanos = {}

        for (let i in info.transformAtPanos) {
            info.transformAtPanos[i].pos = new THREE.Vector3().fromArray(info.transformAtPanos[i].pos)
            info.transformAtPanos[i].qua = new THREE.Quaternion().fromArray(info.transformAtPanos[i].qua)

        }

    }

    Overlay.prototype.getVisiblePanos = function() {//在不同点还不一样
        var depth = this.scale.z * settings.overlay.depth;
        var getPos = function(position, quaternion, width, height){//每个overlay位置对应5个坐标，plane中心和四个角的位置
            
            var cornerPoint = [
                new THREE.Vector3(0, 0, depth),
                new THREE.Vector3(-width/2, height/2, depth),
                new THREE.Vector3(width/2, height/2, depth),
                new THREE.Vector3(width/2, -height/2, depth),
                new THREE.Vector3(-width/2, -height/2, depth),
            ]; 
            
            return cornerPoint.map(e=>{
                return e.clone().applyQuaternion(quaternion).add(position)
            }) 
            
        }
        
        var customPositions = getPos(this.posCustom, this.quaCustom, this.widthCustom, this.heightCustom)
        var posAtPanos = {}
        
        for(let panoId in this.transformAtPanos){
            if(panoId == 'outSide')continue;
            posAtPanos[panoId] = getPos(this.transformAtPanos[panoId].pos, this.transformAtPanos[panoId].qua, this.transformAtPanos[panoId].width, this.transformAtPanos[panoId].height)
            
        }  
        
        
        this.visiblePanos = common.getVisiblePano(customPositions, {
            model: null , posAtPanos
        });
    }
    
    
    
    Overlay.prototype.updateVisible = function(panos, visibility) {
        
        if(settings.isEdit && EditOverlay.editPlane == this){
            return true
        }
        
        this.visible = visibility != void 0 ? visibility : !!panos.find(pano=>this.visiblePanos.includes(pano))
        
        if (this.overlayType == 'video'){
            //this.switchPlay(this.visible,  this.visible ? null : 'stop' );//可见时不操作；不可见时停止
            this.update()
        }
        
        
            
        
        /* if(this.animateInfo){ //在player.update里更新
            if(this.visible){
                GifTexDeal.start(this.animation)
            }else{
                GifTexDeal.stop(this.animation)
            }
        } */ 
    }
    
    
    Overlay.updateVisibles = function(panos) {
        if (panos === true) {
            player.overlayGroup.children.forEach(e=>e.updateVisible(null,true))
        } else {
            player.overlayGroup.children.forEach(e=>e.updateVisible(panos))
        }
    }


    Overlay.prototype.switchPlay = function(state){//手动播放暂停 
        this.pausedByUser = !state
        
        this.videoControl(state)
       
        
    }
    


    Overlay.prototype.videoControl = function(state){
        if(this.overlayType != "video")return
        var video = this.plane.material.map.image
        if(!state || state == 'stop'){
            video.paused || video.pause()
            if(state == 'stop'){
                video.currentTime = 0;
               
            }
             
            //console.log("pause")
        }else if(state){ 
            video.paused && video.play()
             
            //console.log("play")
        }
    }     
    
    
    
    Overlay.prototype.inSight = function(){
        if(player.mode == 'panorama'){
            var position = this.plane.getWorldPosition()
            var pos2d = math.getPos2d(position, player.camera, $("#player")[0])
            if(pos2d.trueSide && pos2d.inSight){
                return true
            }else{ 
                var cornerPoint = [
                    new THREE.Vector3(-settings.overlay.width/2, settings.overlay.height/2, 0),
                    new THREE.Vector3(settings.overlay.width/2, settings.overlay.height/2, 0),
                    new THREE.Vector3(settings.overlay.width/2, -settings.overlay.height/2, 0),
                    new THREE.Vector3(-settings.overlay.width/2, -settings.overlay.height/2, 0),
                ];            
                for(var i=0;i<4;i++){//只要有一点可见就算看见
                    cornerPoint[i].applyMatrix4(this.plane.matrixWorld);
                    var pos2d = math.getPos2d(cornerPoint[i], player.camera, $("#player")[0])
                    if(pos2d.trueSide && pos2d.inSight){
                        return true
                    }
                }
            }
        }else{//飞出要判断模型阻挡，有点耗时就算了
            return true
        }
    }
    
    Overlay.prototype.update = function(){//实时监测播放
        if(this.overlayType == "video"){
            if(this.visible && !this.pausedByUser && this.inSight()){
                this.videoControl(true) 
            }else{
                this.videoControl(false) 
            }
        }else if(this.animateInfo){ 
            if(this.visible && this.inSight()){
                GifTexDeal.start(this.animation)
            }else{
                GifTexDeal.stop(this.animation)
            } 
        }
    }
    
    Overlay.prototype.addToLoadQueue = function() {
        if (this.overlayType == 'photo') {
            Overlay.loadQueue.includes(this) || Overlay.loadQueue.push(this)

        }
    }
    
    
    Overlay.prototype.requestDownload = function() {
        if (this.hasRequestLoad || this.overlayType != 'photo')
            return

        console.log('overlay beginDownload : ' + this.sid)
        var plane = this.plane;

        plane.material.map = Texture.load(this.file, ()=>{
            
            if (this._loadDones) {
                this._loadDones.forEach(e=>e())
                this._loadDones = null
            }
            setTimeout(Overlay.loadNext, 50)
            plane.material.opacity = 1;
            console.log('overlay loaded: ' + this.sid)
            
            if(this.animateInfo){
                this.animation = GifTexDeal.addAnimation(plane.material.map, this, this.animateInfo, this.sid )
                this.visible && this.inSight() && GifTexDeal.start(this.animation)
            }
            
            plane.material.needsUpdate = true
        })
        plane.material.map.wrapS = plane.material.map.wrapT = THREE.ClampToEdgeWrapping;
        plane.material.map.minFilter = THREE.LinearFilter;
        plane.material.map.magFilter = THREE.LinearFilter;
        plane.material.map.generateMipmaps = true;

        this.hasRequestLoad = true
    }

    Overlay.loadQueue = []; //等待下载的overlay，目前只针对photo
    Overlay.maxLoadingCount = 3; //同时正在load图片的数量
    Overlay.loadNext = ()=>{//继续requestDownload  loadQueue中前排的item

        var loadings = player.overlayGroup.children.filter(e=>e.hasRequestLoad && e._loadDones)//开始下载了但是没加载好的
        
        Overlay.loadQueue.slice(0, Overlay.maxLoadingCount - loadings.length).forEach(e=>e.requestDownload())
        Overlay.loadQueue.splice(0, Overlay.maxLoadingCount - loadings.length)
    }

    Overlay.getNeedLoad = function() {//计算获取loadQueue，每次都重新计算，覆盖旧的
        if (!player || !player.domElement || !player.mode)
            return;

        if (player.mode != 'panorama') {
            if (!Overlay.loadWhenOutside)
                return; 

            if (Overlay.loadQueue.length == 0) {
                Overlay.loadQueue = player.overlayGroup.children.filter(e=>!e.hasRequestLoad).slice(0, 5);
            }

            return;
        }
        Overlay.loadWhenOutside = true
        var overlays = player.overlayGroup.children.filter(e=>!e.hasRequestLoad && e.visiblePanos.includes(player.currentPano))
        //var maxAngle = THREE.Math.degToRad( cameraLight.getHFOVFromVFOV(70, player.domElement.clientWidth, app.player.domElement.clientHeight) / 2);
        var cameraDir = player.getDirection()

        /* var maxCount = 5; 
        if(overlays.length>maxCount){
            for(var i=0;i<overlays.length;i++){ 
                //角度为可见范围 
                var v1 = cameraDir.clone().setY(0);
                var v2 = overlays[i].plane.getWorldPosition().sub(player.position).setY(0)
                if(v1.angleTo(v2) <= maxAngle){
                    Overlay.loadQueue.push(overlays[i])
                    if(Overlay.loadQueue.length>=10) break;
                }  
            } 
            if(Overlay.loadQueue.length<Overlay.maxLoadingCount){
                Overlay.loadQueue.push()
            }
        }else{ */
        Overlay.loadQueue = overlays
        //} 

        var request = [(overlay)=>{
            return true
        }
        ];
        var rank = [(overlay)=>{
            var dis = overlay.plane.getWorldPosition().distanceTo(player.position);
            return -dis
        }
        , (overlay)=>{
            var tagDir = overlay.plane.getWorldPosition().sub(player.position)
            var angle = tagDir.angleTo(cameraDir)
            return -angle * 20
        }
        ]
        var result = common.sortByScore(Overlay.loadQueue, request, rank);
        Overlay.loadQueue = result ? result.slice(0, 5).map(e=>e.item) : player.overlayGroup.children.filter(e=>!e.hasRequestLoad).slice(0, 2);

    }

    Overlay.load = ()=>{//开始下载图片
        Overlay.getNeedLoad() 
        Overlay.loadNext()
        var unloads = player.overlayGroup.children.filter(e=>!e.hasRequestLoad)
        if (unloads.length) {
            setTimeout(Overlay.load, 200)
        } else {
            Overlay.allRequestLoad = true
            console.log('allRequestLoad')
        }
    }

    window.Overlay = Overlay;

}


